Hey Dodgers, I very much am new to Cammy, but if you’re building on your front page, here’s some of the things I’ve scene and experienced with Cammy. I hope to find more expirenced players discuss these insights, be it for good or ill, I hope we can all learn/teach something.
C.mk/s.mk/s.hp -> lk.Cannon Drill
This is the bread and butter to my Cammy. This is easily spamable as the poke (C.mk/S.mk/S.hp) puts her often at perfect range for a lk.Cannon Drill, which keeps her safe. The biggest part of this though is seeing your opponents reactions immediately after. Often times you just want the poke-drill to be on it’s own. It leaves you safe and gives your opponent the sense that you loose control of the match after the sequence (Which is a falsehood).
Some opponents continue to block, allowing you to move in to try this again to force their reaction, while others try and gain control by throwing out a poke/fireball/dragon punch maneuver. The nice part of this is alot of players are pretty consistent, and since this maneuver is for the most part safe, you can actually extend the pressure appropriately.
If you find they try to take back the control/pressure/attack by sticking something out, the reaction time of doing a Cannon Spike by buffering it behind lk.Cannon Drill is amazing, giving you the knockdown to set up the trap again. Sometimes if they block you can maintain the illusion of pressure by repeating this maneuver until they try something rash as an appropriate response.
Lastly, because you have used this to ‘train’ your opponent to expect poke-lk.cannon drill, you can actually switch it up to go into Hooligan Combo-to-Frankenstiener Throw. It should be noted that for Hooligan Combo to Frankenstiener Throw to be effective, it should be completely pushed out of your opponents mind. Some players will find awnsers that snuffs both drill and spike (Well executed Shoryuken for instance), so you have to be sure you trained the responce out of your opponent. Once one of these hits, your opponent tends to panic, waiting for the next one (If this is the case, it should never come out a 2nd time, it’s done more damage to your opponent than any combo could).
Spinning Backfist
One of the staples to Cammy’s offense is to suddenly burst through an opponent’s zoning game with Spinning Backfist. This is a move that is often under great scrutiny, as it’s not safe, but offer’s Cammy one of her best options to get in on an opponent. During it’s hop motion, Cammy cannot be struck by projectiles (Save for Akuma’s air fireball), and is immune to low attacks. LP varrient sees the most action from agressive cammy players, as she is able to do react to common attack strings that end in fireball, alowing Cammy a knockdown and a chance to gain control of the match. Also, it means her footsies are considerably better than most, since many characters rely on a low hitting crouch poke to do anything, cammy can bypass these and two-hit them.
Another common point is Cammy is fully comfortable just holding back against projectile characters and just spamming lp.spinning backfist to build meter with there opponents. This can lead to some interesting trickery, as using LP.Spinning Backfist sets you up closer to your opponent, enough so that most shotos may try for another fireball.
This is where HP.Spinning Backfist comes into play. Where as LP varient is excellent for awnsering close up zoning and projectile pressure, HP can seem to come out of nowhere. It’s not even remotely safe, so you have to set up your opponent at roughly 3/8ths screen distance. The big advantage is with Cammy having some of the best movement speed, she can very well go from full screen to half-screen distance in a blink, making it hard for an opponent to be sure if the projectile he throws will be enough to stop you from reacting with Spinning Backfist to knock him down.